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INTRODUCTION The broad defense seeks to make Allied

progress of the war the pivot of its strategy.


The goal is to force the Allies to fail their
Probably
robably no one was more anxious to see Empire of the Sun 1942 and early 1943 progress of the war
published than game developer Stephen Newberg and myself. requirements through aggressive reaction to
Allied offensives. This simulates an intense
For me this was the conclusion of an almost four year journey that period of combat reminiscent of the
began soon after the publication of For The People. Now that it is Solomons campaign. However, where on
the map this intense conflict occurs will
out on the market, I have been heartened by the tremendous interest often vary.
that the gaming public has shown in this game.
Now there are other things that the
Japanese can accomplish, such as eschewing
Although Empire of the Sun uses my card driven game some of these objectives and using a focused
(CDG) system as its core mechanic, it is unlike any game I have offensive strategy. The defining attribute of
this path is the use of resources in an
designed before. Almost all of the systems in the game break many aggressive manner to knock one of the big
traditional paradigms, so playing the game as intended takes a close three (India, China, or Australia) out of the
reading of the rules. war. The surrender of each of these
countries reduces US PW by two and
diminishes the Allied hand size for the
The main focus of this C3i Magazine article will be on strategy in remainder of the game. This strategy tends to
result in a all or nothing outcome due to higher
the campaign game opening and how this impacts the middle and losses earlier in the game than with the
late game. I will also discuss some practical illustrations on how to broad defense strategy. If it fails, then the US
leverage the game systems to accomplish player goals. advance across the central Pacific tends to
proceed ahead of historical schedule.

The Japanese Opening: December 1941 are planning to follow a more historical The IAI card is one of those great opportu-
opportu
and The Big Picture path and wear down the Allied counter nities for a player to write an alternate
offensives as they try and advance toward history. The comprehensive example
example-ofplay
The early war (1942) establishes the basic Japan. To prosecute either strategy the depicts the historical record. Although the
outline of the Japanese position. The Japanese want to ensure that they are historical Japanese plan worked to near
Japanese are faced with perhaps their most getting a base of seven cards prior to perfection, there are some more aggressive
important decision of the game, either play Strategic Warfare, which means that at a options available in the South Pacific or
for a broad defense trying to win a mid-tolate
late minimum the Japanese need to capture 13 of over
er in Burma. One of the more interesting
game victory or a focused offensive against the 14 resource spaces by the start of Turn options players have explored has been to
one of the major nations (Australia, India, or 5. This requires the capture of the hold off taking some of the initial historical
China) with an attempt at winning the game Philippines, Malaya, and the Dutch East objectives and instead leapfrogging forward
early due to negotiations. If the Japanese pull Indies (DEI), plus either Vogelkop (3219, for a more rapid attack on the DEI. Most of
an extraordinarily good hand on Turn 2 they the resource space in New Guinea) or these plans focus on achieving air and naval
could blend the two concepts to some Rangoon (2008) as the 13th resource space. In superiority by eliminating the Commonwealth
Common
degree, but a strong or weak hand tends to the broad defense, the Japanese will typically MA air unit, the US FEAF air unit, plus both
drive an either or type of decision. knock down US Political Will (PW) by US Asia naval units, while leapfrogging
three due to National Surrender, with the ground units into some key
In the broad defense strategy the Japanese possibility of one additional PW loss due to
how the war in Burma turns out.
DEI spaces. The goal of these alternative manner. At a minimum, the historical remainder of the game, hence no require-
require
IAI plans is to stifle any Turn 2 Allied plan demonstrates the basic outlines of ments for any special rules. Although
counter play and rapidly capture the DEI to how to quickly capture resources and historically the Japanese also pushed into
free up resources earlier for other strategic avoids allowing the Allies to salvage the Burma and the Solomon, it will depend
ends. DEI situation. Assuming a start akin to on what kind of hand the Japanese player
that shown in the comprehensive is holding on game Turn 2. Suffice to say,
The reason that the Japanese did not do this example-of-play, the Japanese need to the Japanese should not consider playing
historically is they wanted to secure their capture Kuantan (20I4), Singapore any non-Offensive
Offensive events on Turn 2 if it
lines of communication as they moved (20I5), and Manila (28I3) with a would jeopardize successfully forcing the
forward. They could have taken a more minimum of activations and units. DEI to surrender. The one exception to
risky posture, but chose not to; players of This ensures that the Philippines and this is War In Europe (WIE) cards. If the
the game do have this option. The Malaya will surrender at the end of the Japanese can quickly drive the WIE to
downside to this strategy in EotS is an second turn. level 3, the Allies start losing critical ASP
aggressive Allied player can often move reinforcements. However, if playing WIE
forces onto the Japanese lines of communi- The big unknown is can the Japanese cards sacrifices too much offensive
cation using carrier escorted ground knock out the DEI with their remaining momentum, it may not be the best thing
strategic transport. For instance, if the activations. There are no special rules for the Japanese to play these as events.
Japanese choose not to take Manila initially, forcing the Japanese to go this way, but WIE exceptions aside, the Japanese are
letting the USA garrison wither on the vine, failure to do so gives the Allies bases that likely to have some tough choices
the Allies could send a carrier with a ground they historically spent 1943 and I944 whetherr or not to use a great resource
unit (using strategic transport that doess not trying to capture. Additionally, failure to event as an OC to enable continuation of
use ASPS) into Manila thus reopening up conquer the DEI ensures that the Japanese their initial offensives.
the Allied supply line. These Allied ground will be at a card disadvantage for the
units on Luzon could then begin to take
back territory, and if augmented with
ground based air, could create havoc on a
Japanese line of communication. This is the
historical reason why the Japanese avoided
this option. I have seen similar options for
Malaya and even Hong Kong. The game
system does not script the Japanese IAI
offensive and if the Allies do not react
aggressively to throw off the Japanese
advance, then n this leapfrogging tactic could
play out well; but if not, the Japanese
usually do not regain their offensive stride.

Japanese Alternate:
Japanese: January to April I942 An alternate IAI plan
(Game Turn 2) that leapfrogs the
Philippines, Malaya,
Moving from the broad to the specific, the and Hong Kong for
Japanese need to knock the Dutch East early DEI gains,
Indies out of the war rapidly. Accomplish-
Accomplish
coupled with air
ing this by Turn 2 captures the key resource
spaces and stops the Allies from deploying and naval superiority.
their reinforcements in an offensive
Designer's Notes by Mark Herman
Another option that Japanese players have vice Doolittle Raid/Bataan Death March) Marshall Islands (only requires two hexes,
been exploring is to conduct a hedgehog to achieve an automatic Japanese victory Kwajalein 47I5 and Eniwetok 44I5) ahead
defense. The intent of this strategy is to sometime before game Turn 9 (when the of schedule. If the Allies only take one of
limit the Japanese conquest to the mini- B29s arrive on the scene). the Marshall hexes on Turn 4, it is almost a
mum needed to gain 13 resource hexes and lock to make their Turn 5 progress of the
to deny the Allies additional hexes that they My design philosophy is to create game war requirement when the island chain falls.
can conquer to achieve their late 1942/early situations based on the historical dynamics Once game Turn 6 rolls around, the Allies
`43 progress of the war requirements. First to encourage correct historical decisions. I have sufficient ASP and naval forces to keep
off, this almost happened historically. After do not believe in a lot of special rules to the steamroller going. This is now enhanced
en
the Japanese conquered their pre-war script a situation just to make it work. I by the Allied ability to leverage their early
objectives by May of 1942, there was a want it to work dynamically, which requires spatial advantage (created by the Japanese
strategic debate in the senior military circles that both sides play their part to thwart hedgehog defense), in conjunction with the
over what to do next. In the end a 'Central long-shot strategies. The downside of the judicial use of air power, to smother most
Agreement' was reached whereby the hedgehog strategy is its success requires that important Japanese reactions. It is important
Japanese decided to advance toward New the Allies cooperate and play passively. that the Japanese player keep
kee this in mind
Caledonia through the Solomons and take when they contemplate the hedgehog
Port Moresby in order to cut off US aid to defense.
Australia. In addition the Japanese Navy, as The Allies are in a tremendous spatial
per their doctrine, wanted to bring the US position if the Japanese play in this manner
(hedgehog), and can paralyze almost all
The historical hedgehog defense option is
fleet to decisive battle, which was the genesis a great example of my design philosophy.
of the Midway offensive. Japanese reactions in the Central Pacific if
the Japanese player stays within his Empire I do not legislate that the Japanese do what
boundary. For example, Wewak (3720) is they did historically. However, I have
That was what happened historically, but if created a situation that encourages the
the 'Central Agreement' had not been within LRB range of Truk (4017),
neutralizing it as a naval base. If Truk were Japanese to pursue the historical option due
reached the Japanese would have essentially to its game advantages. You as a player can
taken up the hedgehog defense option. In to fall, then all Japanese ports in the center
of the board (Saipan 38I3, Palau 3416, and explore both options and see which one fits
game terms, the theory behind this strategy your play style better.
is to manipulate the US Political Will Ulithi 3615) are within LRB range. What
mechanic through national surrenders and this means is by using their advantage in
progress of the war failures to force the US LRB air units, the Allies during any Another interesting Japanese option is what
Political Will to 3 by the end of Turn 5. offensive can declare any port where the I call the Tsushima
Tsus opening. The goal of the
Japanese are massing naval and air power as Tsushima opening is to bring the US Pacific
An important feature is to deny the Allies battle hexes, preventing them from reacting Fleet to decisive battle and eliminate it,
hexes to recapture as a means to deny them to more critical battles. This depicts a reducing US political will by two for
progress of the war opportunities in game month long bomber campaign, which destruction of all on map US naval forces.
Turns 4 and 5. The hope is that a low US historically would neutralize a base. The Allied player will know if this option is
PW level is coupled with fortuitous Leveraging this spatial advantage, the Allies brewing if the Operation Z attack force
asymmetrical pull of the respective side's can usually meet their Turn 4 progress of (CVs Akagi, Soryu, Shokaku, & BB Kongo 1)
political cards (Tokyo Rose/Tojo Resigns the war requirement by conquering the ends their initial offensive in the Marshall
Islands. The goal of this strategy is to attack
Pearl Harbor in a one-two
one punch with the
Operation Z force sinking both of the US
CVs in Pearl Harbor and then later in the
turn Japan eliminates the US Asia Fleet (CA
and DD).

The key to the Tsushima opening is the


Turn 2 Pearl Harbor attack. The US forces
in Oahu comprise the CVs Lexington and
Enterprise plus the 7th AF units for a total of
38 combat attack factors. The Japanese CVs
attack totals 36 combat factors, so in order
to gain a combat advantage the attack needs
a 3 OC card to enable the BB Kongo 1 to
throw in its 17 attack factors, raising the
Japanese total to 53 combat attack factors.
Another key element of this attack is to
include the CL Tenyru to raise the force to
57 factors since it requires at least 56
1942 Hedgehog combat factors to eliminate one of the
This diagram shows the basic outlines of the Hedgehog defense and the early Allied CVs in the first combat. If the
Japanese attack Wake Island (4612) with
US offensive against the Marshall Islands launched from Hawaii with supporting
air attacks from Northern New Guinea.
Strategy Concepts in Empire of the Sun
the IAI card and the Marine 21I air unit Wake Island. This is just another legitimate least one of the turns (4 or 5), and the US
manages to get a critical hit, the reduction Japanese option, but such diversion of PW card events that may arise neutralize
of the CL Tenyru neutralizes this possibility. offensive activity on game Turn 2 also each other, the Allies will have a US
Another option is to bring the reduced BB significantly reduces the Japanese chances Political Will of 4. If the Americans make a
Yamato reinforcement into the Marshall for conquering the DEI. mistake and let you either wipe out all of
Islands to support this attack. After the their carriers and/or eliminate a major
initial combat, the goal is to use the second Japanese: Mid-to-Late 1942 ground unit, then the Allies are in (or close
Japanese card play to attack Oahu a second (Game Turns 3 and 4) to) the `Tojo red zone' (US PW of 2 or
time to finish off either one or both US CVs less). It is usually a bad idea to play the
for a I US PW reduction. This is followed by Tojo Resigns card with a US PW greater
The beginning of Turn 3 may or may not
other offensives that sink the remaining US than 3 as it opens up the possibility of
be required to finish off the DEI, but
naval units for another -1 US PW penalty. losing Manchuria and a card every turn.
depending on what the Allies do, this may
Although this is not a principle, the
be a bit of a dogfight. Assuming the DEI is
To be absolutely effective the Tsushima Japanese should usually only play Tojo
forced to surrender at the conclusion of
opening requires surprise attack (10% Resigns if it will drive the US PW to zero.
Turn 2 (or when it is hopefully assured to
probability) or that the Allied player is happen at the end of Turn 3), the Japanese
not holding one of five key cards (73% player faces a number of key choices that
probability). These key cards are the two Another component of the broad defense
all revolve around how do they intend to
Ambush Intelligence cards, Heroic strategy is the China
China-Burma-India (CBI)
win the game.
Repair, Skip Bombing (reduces the CL theatre. Conquering Burma further reduces
Tenyru), and Darter-Dace (submarine US PW and makes the possibility of
attack prior to combat). The attack can In the broad defense strategy, Japan needs defeating China much greater by cutting
still succeed without surprise attack, but to keep the US forces at bay for as long as the Burma Road. But the CBI is the one
then the Japanese are likely to take some possible. This usually entails capturing the area on the map that does not require Allied
carrier losses. Solomons and New Guinea as a buffer to use of amphibious shipping points (ASP) to
Allied actions. The goal is to stop the Allies prosecute offensives, so the more aggressive
Since the dice love no one, it is my belief from making their progress of the war the Japanese are in the CBI, the more
requirements in game Turn 4 (end of 1942) exposed they are to Allied counterattacks.
counteratta
that good strategy creates situations that
yield probabilities greater than 50% and and game Turn 5 (early 1943). The best
poor strategy yields situations that yield way to accomplish this is to centrally deploy
probabilities of less than 50%. The the main Japanese fleet in Truk to react to If one considers the focused strategy
Tsushima opening, if surprise attack is moves against the Marshalls, Solomons, or alternative, there are two basic variants. The
desired, has approximately a 8% probability New Guinea. Pour your reinforcing ground first focuses on Australia. This is the more
of success (calculated as the probability of and air units into this region and prepare difficult objective since it requires the
surprise*probability of the Japanese having redeployment of the South Seas HQ or a
two 30C cards*probability that the Allies to fight it out with the US forces. The very aggressive suicide attack that sacrifices
do not have any of the 5 key disadvantage of the hedgehog strategy is ground units for control. There are two
cards*probability of the Japanese achieving Truk cannot fulfill its historical role because basic paths for taking Australia, either
a 1 times combat result). If surprise is not it is too easy to neutralize with a long-range capture the East coast first, redeploy the
desired, then the probability of success rises bomber offensive, as mentioned above. If South Seas HQ to Biak (3319), and then
to 25%, but the Japanese have a 70% you can hold off the US advance for at conquer the West (Broome 2426 is still
probability of losing at least one CV step
and a 40% probability of losing 3 CV steps.
Based on this analysis the Tsushima opening
is not an optimal strategy, but it can happen
in the game and is one of the Japanese
opening options. One particularly
important downside of this option is that if
pursued it almost guarantees that the
Japanese player will not conquer the DEI by
Turn 2. The ramification of this is whatever
US PW advantage gained may be lost by
not achieving DEI surrender.

A variant of the Tsushima opening is to


conduct the historical Midway offensive
but during the second turn (early '42).
Mathematically it plays out about the same
way, but it is more difficult if the Japanese
adopt a hedgehog strategy or fail to take
1942 Japanese Axes of Advanc
Advance
This diagram shows the basic axes of
Japanese advance during the early game.
Designer's Notes by Mark Herman
tough). The alternative is to conquer New how the situation developed over game the Allies should preserve as much force as
Guinea (Port Moresby 3823 is a must Turn 2. Basically, what happens in the possible, while making Japanese advances
have), then redeploy the HQ to Biak and opening defines the strategic context that as costly as possible.
you can go for either coast. Although the Japanese and the Allies will have to deal
Darwin (3023) is the best place for the with for the duration of the game. The Great moments for the Allies on Turn 2
South Seas HQ it is out of supply unless cards and your playing style should be are getting any resource card (especially
you move an HQ twice. Regardless of the guides on which way to take the opening. those that give units), Japanese Inter-
Inter
technique used, going for Australia forces Service Rivalry (ISR), submarine reaction
a strong position in the Solomons and Allies: I942 (Game turns 2-4) cards, and any Ambush card (to be put
New Guinea and to some degree it can be into future offensive status or used to
considered a variant of the broad defense counter the Tsushima opening). With the
One of the biggest mistakes the Allies can
strategy. SEAC HQ going to India, the only Allied
make in the opening turns is passive play.
Historically the Allies were aggressive and choice on unit placement for game Turn 2
The other option is to be less aggressive in were planning on holding portions of their is where
the East and focus all of your offensive pre-war possessions as bases for future
efforts in the CBI. The advantage of this to bring a 7th AF air unit (presumably lost
counteroffensives. It was the totality of in the Pearl Harbor raid) back into Splay
approach is at a minimum it tends to cut Japan's historical success that forced the through replacements. The best location
the Burma Road enabling a China focus, Allies to rearrange their thinking on when for this air unit is Midway, which gives
while preserving an India option if the and where the counteroffensives would be the Allies a chance to respond to any early
situation presents itself. China can actually launched. Central Pacific offensive. The overarching
be defeated without ever getting a China
Allied perspective on the second turn is to
EC Offensive. It takes five unanswered
To a great degree the Allies must exploit make the Japanese pay for their successes
successes to put China down. The Japanese
the openings the Japanese give them as it is and to slow their offensive momentum in
get 6 China OC offensive opportunities
often difficult in the beginning to drive the anyy way possible.
(one every even numbered game turn), and
pace of the game. One issue the Allies need
have 4 potential China EC China
to keep in mind is how to first stop the
Offensives (one dependent on the Doolittle The first offensive opportunity the Allies
Japanese from defeating Allied nations
raid) versus 5 Allied EC China Offensives. should look for is where can they bring in
without paying a price. If you can halt the
The China option doesn't require closing their delayed game Turn 2 reinforcements
Japanese, all the better, but at a minimum
the Burma Road, but it does improve (that arrive on game Turn 3). If the
you need to eliminate or weaken some of
Japanese chances. As a side benefit, if Japanese have failed to force the surrender
pre-war elite units so things will be easier
Burma is defeated it further erodes US PW. of the DEI by Turn 2, then look to bring
down the road.
Of the three focus strategies, the China in most of these reinforcements into
option is the most viable. Koepang (2721) or Darwin (based on
Game Turn 2 is a tough one for the Allies. where you place the arriving ANZAC
India on the other hand is quite hard to The Allies should focus on playing events HQ, and ABDA HQ if in play). The
take. Even with Gandhi cards supporting such as Arcadia Conference (card #4), British fleet is very powerful based in
Japanese efforts, it takes from 3 to 4 turns which is now permitted to be in their initial Timor or Darwin. Its presence forces the
to be successful and further requires that the hand for the I942 start (but not for the Japanese to deploy their big naval units to
Allies do not retake even one North India 1941 Campaign Game, although try it as deal with the British by pulling these forces
hex to reset the conquest clock. Once the an optional rule). The presence of the west and opening up the eastern Japanese
Allies lose North India, they can usually ABDA HQ gives the Dutch a little sting, position to US led counteroffensives.
bend sufficient effort to take back Dacca cca and compels Japan to commit proper
and nullify all preceding Japanese efforts. resources to conquer the DEI. In general,
If the Japanese decide to forgo taking a
If the Japanese do decide to go for Northern strong position in the Solomons and New
India, it is usually best to support this effort Guinea
inea (the hedgehog strategy), they open
with the conquest of Ceylon. By position-- up their southern flank to a more rapid
ing a Japanese air unit in Columbo (1307), advance into the Caroline Islands and the
Madras (1406) is neutralized through
hrough ZOI Philippines. The big variable in EotS is air
as a reinforcement debarkation port, which power. Allowing the Allies to have early
helps to stifle any Allied counterattacks unfettered access to the New Guinea
before they can be organized. airfields puts their LRBs in range of
Davao (2915), Leyte (3014), Palau,
On balance, a Japanese move into central Ulithi, and Truk. This can neutralize the
Burma offers the best payoff for the least utility of these ports as reaction bases. The
effort. This must be balanced against giving Allies should not ignore the potential for
the Allies offensive opportunities for the getting Allied ground forces onto multimulti-
duration of the game. hex islands (e.g. Borneo) that maximize
Allied ASP resources when they are thin
by using overland movement to take key
There are a large number of options and
Japanese hexes.
permutations of these basic openings. How
one proceeds is based on player style and
As mentioned earlier in the article, if the cards to clear them out of their way as they An important feature of this design is the
Japanese delay in taking some key Allied advance on India. The key to not losing US PW index. US PW is a resource that is
ports in their rear areas this opportunity India is Ceylon. If the Japanese manage to broadly expended through game actions.
needs to be exploited. Look for opportuni-
opportuni conquer Northern India during 1942, it is There are a few mechanics that energize this
ties to use carrier escorted convoys to bring still extremely difficult to force Indian will, but until the B29s start knocking
a powerful ground unit with air support surrender (even with Gandhi card) if they down Japanese cities, PW is a scarce
into the Japanese rear. This is an excellent do not also conquer Ceylon. The idea here resource in the game. The Political Will
use for the CVL Hermes, a weak expendable is that Japanese air units on Colombo mechanic is intended to drive both Japanese
unit, which can confer great advantage in (I307) and in either Akyab (2206),
and Allied thinking. So it is understood, the
the right circumstance. This option is Dimasur (2005), or Dacca (1905) create a
ZOI over Madras (1406) and Calcutta
design
ign is trying to push the US PW level to
particularly useful in the Philippines if
Manila is not captured on game Turn 2. (1805) respectively, preventing Allied 4 where Allied historical incentives should
reinforcements. If Ceylon is still British encourage appropriate historical behavior. A
controlled, then reinforcements can great deal of electronic ink has been spilled
Even if the Allies lose the exploiting units, continue to enter Mainland India via with a plethora of claims of easy Japanese
they will easily resurrect via replacements Madras and then move up to try and break victory. As time has gone on, most of these
and their presence forces the Japanese to the Japanese Northern India position. If the claims have been significantly muted as
expend resources to remove them. This is Japanese achieve this lock down position, knowledge of Allied counter play has
another example of my design the only viable Allied option is to launch an diffused into the EotS metagame
philosophy. If the Japanese do not want Amphibious Assault offensive out of the environment.
this to happen they have to make good Maldives (1005) against Dacca.
decisions, decisions which happen to The Allies begin the game with a US PW of
coincide with historical motivations for +8 and assuming that the Japanese follow
such actions. If the Japanese play fast and If the DEI has surrendered and the Japanese the historical script, they could drive it
loose with good military tactics, then the have developed their position in Burma,
Allied counter tactic should change that
down to 5 by the end of Turn 2 through
New Guinea, and the Solomon, the Allies the surrender of three Allied nations
player's perspective for future games.
need to consider where to deploy their main (Philippines, Malaya, and DEL). The
axes of advance. Assuming that the Japanese surrender of Burma or Allied failure to
If the Japanese decide to ignore Malaya and do play along the historical path, then the achieve progress of the war requirements on
move directly on Burma, bring the Chinese
historical record is a reasonable guide on one of the first two opportunities are meant
units into Central Burma and do not stack
how to proceed. to drive PW down to 4. The other US PW
them. This will cause the Japanese several
requirements are there to ensure that
Designer's Notes by Mark Herman
historical objectives (e.g., Midway or the ing a Japanese reduced army and so movement. In the end, air power and a
Aleutians) or casualties are present in player avoiding the US PW penalty. If the layered defense are the keys to a successful
strategic decisions and risk calculations. Japanese send a full strength army to an Allied strategy in the CBI.
Once US PW begins to fall below 4 the Aleutian hex, the 1 OC offensive prevents
Japanese start to gain opportunities for early any Japanese reaction (due to range) If the Japanese choose to stand on the
victory through card play (Tokyo Rose/ allowing the Allies to first reduce the army defensive on the Siam border or southern
Tojo Resigns). Some Japanese players play through air-naval combat, prior to its Burma, then the Allies need to attack. The
Tojo Resigns at the first opportunity. This destruction during ground combat. Allies should expend at least one or two
is dangerous if it does not win the game, it cards per turn in the CBI. They should also
activates the Invasion of Manchuria. If the The progress of the war requirement forces try and stretch the Japanese defense by
Allies survive the early play of Tojo Resigns, the Allies to be aggressive. Without this starting an overland advance on Hanoi. The
it thus substantially increases the probability mechanic the Allies could sit back and wait main goal is to force the Japanese to defend
of an Allied A-bomb
bomb victory (no invasion of until their overwhelming reinforcements Indochina and bleed their ground and air
the Japanese home islands required). The arrive before starting to move forward. forces. A successful offensive out of Burma
Allies must always be sensitive to their US During playtesting this created an ahistoric can even begin to advance along the Chinese
PW level and any Japanese action that `Sitzkrieg' environment with the Japanese coast because it is presumed that the
threatens it is by definition something that too weak to hurt the Allies, and the Allies subsequent Japanese defense will inevitably
requires a reaction. It will be a rare game waiting until they had a pat situation before have to draw down their divisions in China,
where the Allied player is not sweating over prosecuting the war. The solution was to making
aking this an easier proposition late in the
his US PW level at some point during play. introduce the political pressure that drove game.
many Allied strategic decisions.
Another Allied option that can be used is
The US PW effects for Midway and the
what I call the Chicken Caesar defense. If
Aleutians often causes the Japanese to
The Allied imperative is how do they start the Japanese do not conquer the Philippines
expend early effort in these directions. It is
to achieve their Political Will requirement or Malaya, look for opportunities to
important to note that in order for the
starting on Turn 4 when their available withdraw available ground units and
Japanese to qualify for these US PW
reductions, a Japanese ground unit must ASPS are less than 5. The goal is to fight in reposition them in the DEI. Also, wherever
locations that allow for large macro possible preserve your air units until Allied
occupy the hex in question during the US
conversions of spaces (e.g., the Solomons, reinforcements enter the game on Turn 3.
Political Will Segment simple control
New Guinea, and the Marshalls), coupled In the end it is the Japanese that define the
alone is insufficient. If the Japanese go for
with judicious successes in the CBI. As basic outlines of how any game will
Midway on Turn 2, the Allies should throw
stated earlier, one of the key goals of the proceed, especially in the opening moves.
their entire Hawaiian force at this offense.
Assuming that there is a US air unit on Japanese hedgehog strategy is to deny the
Midway, there is a very high probability Allies these macro conversion opportunities
in the Solomons and New Guinea. The So,, the key theme for the Allies is to hurt
that the Allies will be able to react. The goal
response is to use the enormous Allied the Japanese elite units, fight for the DEL
is to win the air-naval battle to prevent the
spatial advantage to capture the Marshall and exploit opportunities as they arise. It
Japanese landing a ground unit. If Wake
Islands a year earlier in the war. Again, seems that early on players often find
has not been captured and the Japanese are
remember that another possible way to Japanese strategy and opportunities easier to
not providing naval escort, the Allies can
avoid early progress of the war penalties is exploit in the game. EotS is very finely
use their single Turn 2 ASP to perform a
combat in the CBI (China-Burma-India) balanced to achieve a 50-50
50 result. Most
reaction AA move with the Wake Marine
theater. Japanese victories will come early. If
unit thus making Japanese success even
you find that the Japanese are winning
more problematical. Even if the Japanese do
too often, I strongly encourage players
not try to make this attack, it is usually
At all costs defend Burma and strive to to use the US Political Will bidding
prudent to redeploy the Wake Marine unit
avoid having it surrender. The Allies do not system, so more end games and a faster
to Midway if it is still in play. In the event
need to hold onto more than one key hex learning
ng curve can be achieved.
that the Japanese are successful in taking
Midway, it has hopefully come at the to prevent surrender, so focus your energy
expense of some important naval units and on achieving this and avoiding the US PW
Both Sides: Middle Game, 1943 to
a loss of offensive momentum in the all- hit. If the Japanese focus on CBI, then be
prepared for a meatgrinder. The Allies in mid-1944 (G
Game turns 5-9)
important DEI sector.
the aggregate have more ground replace-
ments than the Japanese, but over a given It has been said about the game of GO that
turn both sides have the same rate of two it has as many possible moves as there are
(assuming the Japanese are pulling divisions atoms in the Universe. A friend and I once
In regards to the Japanese taking an out of China). Players will note that tried to figure this out and if you use some
Aleutian hex on game Turn 2, the Allied operations in CBI are slow. It is usually heroic assumptions about the size of the
response should be to place both Marine hard for a unit to advance more than one Universe you can definitely get an answer in
brigades with naval and air support in space per offensive, so only fight for key the correct order of magnitude, giving tacit
Dutch Harbor (5100) during the reinforce- hexes. The Allies also have a natural spatial support to this ascertain. If this idea
id is even
ment segment of game Turn 3. Using a low advantage due to China. Try to keep some close to true, then EotS possesses more
value card, preferably a I OC, the two units in China because it causes the possibilities than GO. The point of this
Marine brigades (with air and naval Japanese to leave units to block their comment is it is very hard to say how to
modifiers) have a 90% chance of eliminat-
Strategy Concepts in Empire of the Sun
proceed in the Middle game without Even if the Allied strategic bombing middle game strategy is to seek and destroy
characterizing the opening. campaign begins on schedule, the Allies still the Japanese air and naval forces. As long as
A good way to think about how to conduct need to continue playing the game as if they the Japanese maintain a fleet in being,
bein the
Allied Offensives is taken right out of the are going to invade Japan. The best way to Allies have to move under the assumption
U.S. Strategic Bombing Survey of 1 July think about this is to work your way back that every offensive could bring on a major
1946, "For long-range
range amphibious advances from the final objective in terms of land battle. This threat of Japanese air and naval
against strongly defended positions a typical based airpower range. A good strategy is to reaction, forces the Allies to seriously protect
pattern developed. Japanese bases flanking the get land based air within range of Honshu, each of their middle game offensives (as they
United States objective were smothered by a and the best way to do that is from Kyushu. did historically) or suffer
su potential setbacks.
concentration of air power. Such bases as were Getting Allied land based planes into Although the Allies appear to have
within reach were hammered by shore-based based normal range of Kyushu is usually done overwhelming force by Turn 8, they still
air. Carrier-based
based air and available shore
shore- from Okinawa (3209). Working even need to be careful. Only a limited amount
based air softened the area to be occupied, and further back, the best place to get air power of naval losses can be replaced and the
as the amphibious force moved up, fast carriers within range of Okinawa is Formosa (3009), combination of Japanese reaction forces,
advancing beyond the objective struck swift and the next step back is the Philippines. augmented by Kamikaze cards, can rapidly
blows at all positions which could threaten the cause a large number of step losses.
objective area. With close air supportftom The Philippines can be circumvented by a Therefore, the destruction of Japanese naval
both escort and fast carriers and a concentra
concentra- direct attack on Formosa, but this will and air forces remains a constant Allied
tion of gunfire from combatant ships of the require a large fleet of CVs and a reasonably priority du
during the middle game.
supportfirce, an amphibious assault over the weak Japanese air force. Consequently it is
beaches was made. The objective was secured often a good idea to take Luzon via Leyte as
under air support and coverftom the carriers, a platform to attack Formosa, or make a The flip side of Allied strategy becomes the
which were not withdrawn until air fields Japanese strategy. At this point in the game,
direct attack on Okinawa using non-LRB
ashore could be prepared and activated." This it is assumed that the Japanese are probably
air at half strength from the north Luzon
is a textbook formula for how the Allies not going to win a negotiated settlement.
airfield. There are also a number of
need to coordinate their assets to achieve excellent cards that make the Philippines an However, the Japanese still need to create
maximum results in EotS and is built into attractive objective for the late-middle situations where they can kill a US Marine
the fabric of the design. game. In either case, the Allied advance at Division or Army Corps (-I ( PW) to keep
some point in the late middle game needs to the Allied player honest and potentially pull
pul
end up in the neighborhood of Kyushu with off a late game negotiation victory. All key
land based air power if they are to effect a locations need to have full strength armies
Assuming that the Japanese have followed successful invasion of Honshu. on them supported by air power, if possible.
the historical script, then the Allies will This is where a CBI heavy Japanese strategy
probably find themselves doing the same.
The other major component of the Allied
The early Allied efforts should be to first
retake the Solomons and the north coast of (Continues on page 46)
New Guinea. This will put Allied air power
in range of Truk, neutralizing it as a base.
Once this has occurred, the Allies should
then isolate and conquer the Marshall
Islands. The key to any middle game
strategy for the Allies is the capture of the
Marianas Islands, particularly Saipan/
Tinian (3813), although there are alterna-
tive locations like Marcus Island (4110).
These alternatives
natives are particularly important
if the Japanese player over-defends the
Marianas. If the Allies capture Saipan (or an
alternative site) by game Turn 8, then their
Turn Nine B29 air unit (remember the
B29, like HQs, cannot be delayed) can be
placed there and the strategic bombing
campaign begins on schedule. Another
alternative is to base a B29 out of China.
This is an additional incentive for the
Japanese to have an active CBI theater by
cutting the Burma Road to slow this B29
deployment. If B29 deployment can't be
accomplished (flying in from Northern
India means it cannot bomb on Turn 9),
then the invasion of Japan is the only way Allied Axes of Advance
for the Allies to win the game. This diagram shows the basic Allied Axes of Advance
to set up the Invasion of Japan and initiate the
Strategic Bombing Offensive.
Designer's Notes by Mark Herman
(Continued from page 43) During the middle game the Japanese need Both Sides: Late game, late 1944-45
1944
can hurt because the loss of ground steps to embrace economy of force operations. A (game turns 10-12)
with such a strategy is inevitable, making it bold reaction at the wrong time can see the
difficult to properly defend the key invasion entire Imperial Japanese Navy (IJN) The dominating character of any EotS end
routes due to lack of replacements from eliminated, leaving the Allies with a fairly game is how both sides position themselves
China. free hand for the remainder of the game. A for the invasion of Japan. Assuming that the
fleet in being strategy works to the Japanese Allied strategic bomber offensive is on track,
benefit because it causes the Allies to advance and if the Tojo Resigns/Invasion of
under the assumption that the Japanese can Manchuria combination has already played
A defending full strength Japanese army, or sortie out the entire fleet for the final
two reduced armies, can potentially knock out,, then the Allies should seriously look at
showdown. This threat alone will cause the going for an A A-bomb victory. If only the
out six steps of Allied ground units in an Allies to use more resources to take less
amphibious assault. A valuable event play Tojo Resigns card has been played, the
territory. If this threat is removed, the Allied Allies need to plan and position their forces
for Japan is the 'Defense Doctrine' card advance will quickly pick up momentum.
(#3I), whose permanent +1 ground DRM for the big invasion. They should still pick
(for battles fought on any one hex island) up on the cheap any resource hexes that the
can be the difference between victory and Japanese have either abandoned or are
defeat. A well-fortified island position will If the Japanese do not follow the historical weakly held as a hedge that the Invasion of
require that the Allies soften up the script, then if the Allies have not lost the Manchuria card play will occur prior to
objective by reducing the Japanese army game by Turn 8, the possibility of the game Turn 12.
and air units, which takes a card. For the Japanese winning through a negotiated
Allies to ignore this possibility is to court settlement becomes very remote. In this case,
disaster. This is a situation where two the Allies should have advanced faster than The Japanese player should start to pull
reduced armies (which can't be eliminated the historical timeline and consequently the forces back for the defense of JapanJapa if it
via air-naval combat) are a bit better than a possibility of an A-bomb victory increases. looks likely that invasion is the only way for
full strength army, but at the sacrifice of As I said earlier, it is very hard to say much the Allies to win. If the possibility of an A-
A
stacking limits (which reduces the amount more about the middle game without bomb victory still exists, the Japanese need
of air power that can support the defense). knowing the result of the opening plays. to be cautious in how much they denude
Since even a reduced Japanese army can Having said this, geography and air power their DEI positions of ground and air
eliminate three steps in ground combat, the ranges drive Allied objectives, so applying the defenses. A successful Japanese defense
d of
Allies are forced to bring three ground units map's spatial logic is the Japanese player's Honshu usually rests on having sufficient
to well defended positions if they want to best guide for where they need to defend. air power available. A significant Imperial
avoid potential US PW casualty penalties. victory is whenever the Japanese can turn

Charts and Tables Trans Route into a hex that is not Occupation of Alaska penalty (-1
by Steve Carey enemy occupied (land units must pay PW) requires the Japanese to occupy an
the full terrain cost to enter any enemy Aleutian Island hex for 2 consecutive
The charts and tables included with occupied hex). turns.
Empire of the Sun are extremely
helpful, and they do provide the Replacements may not arrive into Occupation of Alaska
basics for navigating your way a hex that is within an un-neutralized (Clarification) this does not apply if
through the various aspects of play. enemy ZOI (that existed prior to the captured on Turn 1; disregard penalty
Listed below are a small group of Replacement phase), i.e., the same for entire game in such case.
additional reminders that I've found restriction as a Reinforcement.
helpful to pencil in: Occupation of Hawaii
Quick Start Set Up Map The DD Submarine Warfare in addition to (Clarification) this does not apply if
US Asia naval unit should be in hex reducing the Japanese hand size by one card captured on Turn I; disregard penalty
26I6 (Tarakan, with the Dutch for the current turn, a successful submarine for entire game in such case.
regiment). A Dutch Regiment should warfare roll also permanently reduces
be in hex 2721 (Toepang). Japanese ASP by I, and will also reduce Progress of the War requirement (+5
Escorts (+4 to +2, or +2 to 0). Note that hex occupation starting on turn 4) may
Air Naval CRT the +4 Ambush Japan's minimum hand size is 4 Cards, and also include capture of a Resource hex,
DRM applies to the Allies (not just Japan can never lose its last ASP. or a 1 hex Island (that contains a port
the US). or airfield), in addition to a mainland
Terrain Effects Chart the MP Strategic Bombing a successful B29 roll named location, port, or airfield.
cost only applies when moving via a also increases Political Will by 1 (limited to
once per game turn).

US Political Will US Casualties penalty


(-I PW) only applies to indicated units that
are capable of receiving replacements (not
`dot' units).
Strategy Concepts in Empire of the Sun
back an Allied invasion of a Honshu hex low enough a late war negotiated Japanese for the Allies as they grind towards Japan.
since it is usually attended by large Allied victory always remains a possibility. The Japanese should consider a ground
casualties. counteroffensive prior to the Allies
The Allies usually need to reposition one of expanding ffrom a Honshu port unless the
The Japanese have to be a little bit careful their HQs at the end of the game. It is number of Allied cards remaining is
to maintain a link to the Asian mainland, particularly effective to get a Joint Allied insufficient for them to finish the job. No
particularly the Korean resource hex (3305), HQ positioned close to Japan to enable the matter how it goes, the final conquest of
otherwise there exists the potential for an use of Commonwealth ground and naval Honshu offers few opportunities for subtle
Allied blockade (see 12.93). Historically the units in the late game. A key card combina- moves and is very costly in resources for
Allies never penetrated into the Sea of Japan tion for the Allies is to use one of the both sides. If the Allies can avoid invading
with surface units, but if the Japanese air Conference cards that confer the exchange a Japan they should, but if not, use maximum
and naval forces are sufficiently reduced, the card with the discard pile bonus allowing force for all attacks or potentially suffer a
possibility of an Allied invasion of Korea to the Allies to regain a major military event game losing setback. For the Japanese it is a
cut Japan off exists. The Japanese
apanese often will such as Operation Coronet to launch their fight to the last unit, with victory often
use the I8-18 Korean Army for offensive initial Honshu invasion. Allied focus should occurring on the last card of the game.
operations early in the game. It is a good be on taking a Honshu port as their first
idea to consider leaving this force in Korea objective. Once a port is captured, the Allies
for the duration of the game, or at a should pour ground forces into Japan via Conclusion
minimum returning it to this location to Strategic Transport, particularly Common- Japanese strategy always dominates the
make this a difficult Allied undertaking. wealth ground units who are immune from opening phase and the character of the
US PW penalties, for the final conquest of game as a whole. Once the Japanese,
the island. through their early actions, have defined the
Allied strategies in the end game are broad outlines of their defensive perimeter
eliminating the Japanese air force and it is up to the Allies to figure out how to
whatever remnants of the IJN that still penetrate it to bring their forces to bear
There is no particular subtlety to the
exist. The most important focus of the end against Japan. The number of combinations
defense of Honshu. Having every Honshu
game is to get sufficient Allied ground and permutations are beyond this article to
hex covered with a ground unit to augment
power onto Honshu with sufficient time fully articulate, but hopefully the basic
the intrinsic defense, backed by at least one
(e.g., cards in hand) to conquer Honshu's themes are now a bit more visible. I hope
air unit, is the best hope for Japanese
seven hexes (six of which have intrinsic you have as much fun playing EotS as I do.
victory. Here again, the Defense Doctrine
garrisons; 3606 does not). This invasion is
+1 DRM, coupled with the normal +3 AA
almost always very bloody and if US PW is
benefit, can result in some nasty outcomes

Examples of Play to its roll, so mathematically the I4th army returning 7th AF non-LRB
non unit in
by Steve Carey must suffer at least 1 Hit (and would be Midway (5108) and the returning 7th
eliminated with 2 Hits on an Allied roll of AF LRB unit in Oahu (5808).
The following are a few clarifications to 6+). Note that Surprise does not apply to
enhance examples included in the Ground Combat (which is always simulta- Page 43, Cot Tsugi, Unit 82 since the
rulebook: neous). card text states that "Only Japanese
ground units may be activated", the
Page 12, 627 Special Reaction Move for
for this
Page 41, Philippines Step 11 since hex 22nd air flotilla and the BB Kongo2
example, it is presumed that the Japanese
29I3 is mixed terrain, the Japanese I9th would not be able to activate (done so
first moved a CV (just off-map
Army would only receive a +2 DRM (+2 for in this example for illustrative purposes
example) to neutralize the ZOI of the
Air Superiority, +2 for Naval Superiority, -2 only). Also, the 25th Army could not
7th AF air unit and thus allow the
for Mixed Terrain). move from Kota Bharu (2112) to
landing of the ground unit at Kauai.
Kuantan (2014) since Col. Tsugi only
Page 40, Borneo Step 3 Post-Battle provides 2 MPs (it's OC value), and the
Page 42, Game Turn 2 all Allied Turn 2 Trans Route movement rate cannot be
Movement may occur, even though no
Reinforcements go into the Delay Box used to enter an enemy occupied hex
actual battle occurred any activated
except the SEAC HQ (since HQ's are never (must pay full MP cost).
units are allowed to PBM as required.
delayed). Also, there is only I (not two) US
Page 41, Hong Kong Step 2 there is a Army ground unit (the I1th Corps) and 3 Further, note that the + 4 DRM
modifier of -2 DRM to the roll of the US Army air units present to each make a provided during combat is correct; Col.
Japanese 17th Army since the battle diversion roll for Europe. Tsugi's card text neutralizes the normal
hex is Mixed Terrain. terrain benefit. Finally, the 8th
Page 41, Philippines Step 10 the Page 42, Replacement Phase Place the Australian could not leave Singapore (to
invading Japanese 14th army would be move into Kuantan) since it could not
halved on defense (since it is amphibi- leave a declared battle hex.
ously invading), and the defending
Allied NL Corps likewise gets +3 DRM Page 43, Battle of Kuantan it is of
course the British who retreat into
Singapore, not the Japanese.

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